The Military Base Door - an id Software level component originated from
                         Ryan "Diragor" Eibling and adapted for qED
                         by Jean-Francois Groleau.

The QuakeLab - http://www.planetquake.com/QuakeLab
The qED Toolshed - http://www.cam.org/~jfgrol/
3D-Matrix University - http://www.3dmatrix.com/serv03.htm

TEXTURES USED:

        EDOOR01_1 for door surface
        DOOR02_1 for interlocking faces
        TECH04_1 for door frame

ENTITIES:

        func_door

WHAT TO DO:

        Extract the .qgp file from the archive and place it in the
        c:\Program Files\qED\Group folder. Once in qED, insert this prefab
        using the menu item "Group" + "load from library". The origin of this
        prefab is at the bottom center of the door assembly. The position
        or offset of the inserted group will be referenced to the offset of
        the currently selected item in the level outline window. The group
        can then be moved and rotated to suit the map design. Some texture
        alignment might be required after these operations. The 3D-Matrix
        university provide exhaustive tutorials on this topic. Also, inside
        the "base door" group is a subgroup called "wall cutting". This
        subgroup contains a negative brush which has the same overall side
        dimensions as the door assembly: use these to cut an opening in the
        wall in which the door will be placed. First, using the level outline
        view, move the wall into the cutting subgroup, reposition it in the 
        2D-views if necessary. Then do a "subtract brushes" on the cutting
        group and move the resulting brushes to their original group.
        Rename the brushes appropriately if desired and reposition them if
        necessary. 

Note: Just make sure that the wall in which the door panels will slide into 
      is thicker than the door itself which is 16 units thick.
      Also make sure that the negative brush used to cut the wall opening is
      thicker than the wall itself. Adjust negative brush size accordingly.
      Lastly, using the cutting group to create an opening in the wall is
      very important. This way, you absolutely sure that the only brushes
      that will be cut are the ones you really want to. Protect your work.

FUNCTIONALITY:

      Two func_door entities and their child brushes, one for each door panel, 
      with their attributes set to identical values make this door work.
      The door size is 128w x 128h units when closed and occupies approximately
      256w x 128h units of space when open. That's all there is to it.

OPTIONS:

      Speed is set to 300, sounds is set to 2. These are the standard
      settings for this type of door. The door frame is included as a
      guide for proper aesthetics and can be resized or discarded as
      your design requires. It is not recommended to try to resize the
      door itself unless you enjoy pulling your hair out :)

CREDITS:

      Id Software (http://www.idsoftware.com/):

         For Quake, the best first-person game of the known universe.  The
         military base door is an Id original design straight from the base
         style maps.

      Ryan "Diragor" Eibling (e-mail address unknown): 

         The original builder of this most useful prefab. Thanks for sparing
         me the hair pulling involved in cutting the door shapes and aligning
         their textures.

      David "Kevlar" Kelvin (e-mail address unknown):

         Thanks for providing the new door brushes for the improved version
         of this prefab. This reduced the brush count by 2.